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Use a separate view offset for prey
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1 .float regurgitate_prepare;\r
2 .float system_delay, swallow_delay, digest_button_delay_time, regurgitate_button_delay_time;\r
3 .float complain_vore;\r
4 .float vore_oldmovetype, vore_oldsolid, vore_oldstomachload;\r
5 \r
6 const float system_delay_time = 0.1;\r
7 const float complain_delay_time = 1;\r
8 const float button_delay_time = 0.5;\r
9 const float steptime = 0.1;\r
10 \r
11 entity Swallow_player_check()\r
12 {\r
13         // check if we can swallow a player instead of firing our weapon\r
14 \r
15         vector vore_w_shotorg, vore_w_shotdir;\r
16         vore_w_shotorg = self.origin + self.view_ofs;\r
17         vore_w_shotdir = v_forward;\r
18 \r
19         WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * cvar("g_balance_vore_swallow_range"), FALSE, self, ANTILAG_LATENCY(self));\r
20         if(trace_fraction < 1)\r
21         if(trace_ent.classname == "player")\r
22                 return trace_ent;\r
23         return world;\r
24 }\r
25 \r
26 float Swallow_condition_check(entity prey)\r
27 {\r
28         // checks the necessary conditions for swallowing a player\r
29 \r
30         if(prey != self)\r
31         if(prey.classname == "player" && prey.predator.classname != "player" && prey.deadflag == DEAD_NO) // we can't swallow someone who's already in someone else's stomach\r
32         if(self.classname == "player" && self.predator.classname != "player" && self.deadflag == DEAD_NO) // we can't swallow players while inside someone's stomach ourselves\r
33         if(!self.BUTTON_REGURGITATE && self.swallow_delay < time)\r
34         if not(vlen(self.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
35         {\r
36                 if(teams_matter && prey.team == self.team && !cvar("g_vore_teamvore"))\r
37                 {\r
38                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
39                         {\r
40                                 play2(self, "misc/forbidden.wav");\r
41                                 sprint(self, "You cannot swallow your team mates\n");\r
42                                 self.complain_vore = time + complain_delay_time;\r
43                         }\r
44                         return FALSE;\r
45                 }\r
46 \r
47                 if(self.stomach_load >= cvar("g_balance_vore_swallow_limit"))\r
48                 {\r
49                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
50                         {\r
51                                 play2(self, "misc/forbidden.wav");\r
52                                 sprint(self, strcat("You cannot swallow more than ^2", cvar_string("g_balance_vore_swallow_limit"), "^7 players at a time\n"));\r
53                                 self.complain_vore = time + complain_delay_time;\r
54                         }\r
55                         return FALSE;\r
56                 }\r
57 \r
58                 if(cvar("g_vore_biggergut"))\r
59                 if(prey.stomach_load > self.stomach_load)\r
60                 {\r
61                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
62                         {\r
63                                 play2(self, "misc/forbidden.wav");\r
64                                 sprint(self, "You cannot swallow someone with a bigger stomach than yours\n");\r
65                                 self.complain_vore = time + complain_delay_time;\r
66                         }\r
67                         return FALSE;\r
68                 }\r
69 \r
70                 if(!cvar("g_vore_spawnshield"))\r
71                 if(prey.spawnshieldtime > time)\r
72                 {\r
73                         if(time > self.complain_vore && self.BUTTON_ATCK)\r
74                         {\r
75                                 play2(self, "misc/forbidden.wav");\r
76                                 sprint(self, "You cannot swallow someone protected by the spawn shield\n");\r
77                                 self.complain_vore = time + complain_delay_time;\r
78                         }\r
79                         return FALSE;\r
80                 }\r
81 \r
82                 return TRUE;\r
83         }\r
84         return FALSE;\r
85 }\r
86 \r
87 float Stomach_TeamMates_check(entity pred)\r
88 {\r
89         // checks if a player's stomach contains any team mates\r
90 \r
91         entity head;\r
92         if(teams_matter)\r
93         {\r
94                 FOR_EACH_PLAYER(head)\r
95                 {\r
96                         if(head.predator == pred && head.team == pred.team)\r
97                                 return TRUE;\r
98                 }\r
99         }\r
100         return FALSE;\r
101 }\r
102 \r
103 float Vore_CanLeave()\r
104 {\r
105         if(self.predator.classname == "player")\r
106         {\r
107                 if(!cvar("g_vore_kick")) // you are defenseless in the stomach if you can't kick, so allow leaving\r
108                         return TRUE;\r
109                 if(teams_matter && self.team == self.predator.team)\r
110                         return TRUE;\r
111                 if(g_rpg && cvar("g_rpg_canleave"))\r
112                         return TRUE;\r
113         }\r
114         return FALSE;\r
115 }\r
116 \r
117 // make the camera smoothly lower itself when we get swallowed\r
118 // our aim is going from the normal view offset to half of the view offset (because half is the best positioning for the stomach model)\r
119 .float cameraeffect_current, cameraeffect_target;\r
120 void Vore_CameraEffect_Set(entity e)\r
121 {\r
122         e.cameraeffect_current = 1;\r
123         e.cameraeffect_target = 2;\r
124 }\r
125 void Vore_CameraEffect_Apply()\r
126 {\r
127         if not(self.predator.classname == "player" || self.fakeprey)\r
128                 return;\r
129 \r
130         if(self.cvar_cl_vore_cameraspeed)\r
131         {\r
132                 local float step;\r
133                 step = self.cvar_cl_vore_cameraspeed * frametime;\r
134 \r
135                 // not sure if these maths are good, as the effect should be smoother\r
136                 if(self.cameraeffect_current >= self.cameraeffect_target + step)\r
137                         self.cameraeffect_current -= step;\r
138                 else if(self.cameraeffect_current <= self.cameraeffect_target - step)\r
139                         self.cameraeffect_current += step;\r
140         }\r
141         else\r
142                 self.cameraeffect_current = self.cameraeffect_target;\r
143 \r
144         self.view_ofs_z = PL_PREY_VIEW_OFS_z / self.cameraeffect_current;\r
145 }\r
146 \r
147 .float gurgle_oldstomachload;\r
148 void Vore_GurgleSound()\r
149 {\r
150         if(time > self.gurglesound_finished || self.gurgle_oldstomachload != self.stomach_load)\r
151         {\r
152                 GlobalSound(self.playersound_gurgle, CHAN_TRIGGER, VOICETYPE_GURGLE);\r
153 \r
154                 self.gurglesound_finished = time + 11; // yes, hard coded sound length. I know it's bad but what can I do?\r
155                 self.gurgle_oldstomachload = self.stomach_load;\r
156         }\r
157 }\r
158 \r
159 void Vore_WeightApply(entity e)\r
160 {\r
161         // apply stomach weight that makes you heavier the more you eat\r
162         // slowing the player is done in cl_physics.qc\r
163 \r
164         if(e.stomach_load != e.vore_oldstomachload)\r
165                 e.gravity += 1 + (e.stomach_load * cvar("g_balance_vore_weight_gravity") - e.vore_oldstomachload);\r
166         if(e.gravity == 0)\r
167                 e.gravity = 0.00001; // 0 becomes 1 for gravity, so do this to allow 0 gravity\r
168         e.vore_oldstomachload = e.stomach_load;\r
169 }\r
170 \r
171 void Vore_AutoDigest(entity e)\r
172 {\r
173         // if the predator has the autodigest preference enabled, begin digesting new prey automatically\r
174 \r
175         if(!cvar("g_vore_digestion") || e.digesting)\r
176                 return;\r
177         if(!e.cvar_cl_vore_autodigest || clienttype(e) != CLIENTTYPE_REAL)\r
178                 return; // this feature is only for players, not bots\r
179         if(e.stomach_load > 1)\r
180                 return; // don't start digestion if we already ate someone, as that means we manually disabled it after the first prey and want it off\r
181         if(Stomach_TeamMates_check(e))\r
182                 return; // never begin automatic digestion if we've swallowed a team mate\r
183 \r
184         e.digesting = TRUE;\r
185 }\r
186 \r
187 .entity pusher;\r
188 .float pushltime;\r
189 void Vore_Swallow(entity e)\r
190 {\r
191         // this player is being swallowed by another player, apply the proper changes\r
192 \r
193         e.vore_oldmovetype = e.movetype;\r
194         e.vore_oldsolid = e.solid;\r
195 \r
196         e.predator = self;\r
197         setorigin(e, e.predator.origin);\r
198         e.velocity = '0 0 0';\r
199         e.movetype = MOVETYPE_FOLLOW;\r
200         e.solid = SOLID_NOT;\r
201         e.alpha = -1; // best way of hiding the eaten player\r
202         e.aiment = e.predator; // follow the predator, automatically unset when regurgitated\r
203 \r
204         // drop keys (KH) and flags (CTF) when we get swallowed\r
205         kh_Key_DropAll(e, FALSE);\r
206         if(e.flagcarried)\r
207                 DropFlag(e.flagcarried, world, e.predator);\r
208 \r
209         Vore_CameraEffect_Set(e);\r
210 \r
211         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
212                 e.colormod = stov(cvar_string("g_vore_regurgitatecolor_release"));\r
213 \r
214         if(teams_matter && e.team == e.predator.team)\r
215         {\r
216                 if(cvar("g_vore_kick"))\r
217                         centerprint(e, "^3You have been swallowed by a team mate, don't kick!");\r
218                 if(cvar("g_vore_digestion"))\r
219                         centerprint(e.predator, "^3You have swallowed a team mate, don't digest!");\r
220         }\r
221 \r
222         PlayerSound(e.predator, playersound_swallow, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
223         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
224         e.predator.punchangle_x -= cvar("g_balance_vore_swallow_punchangle");\r
225         e.predator.stomach_load += 1;\r
226         e.predator.regurgitate_prepare = 0;\r
227         e.predator.spawnshieldtime = 0; // lose spawn shield when we vore\r
228         Vore_WeightApply(e.predator);\r
229         Vore_AutoDigest(e.predator);\r
230 \r
231         // block firing for a small amount of time, or we'll be firing the next frame after we swallow\r
232         e.predator.weapon_delay = time + button_delay_time;\r
233         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
234         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
235 }\r
236 \r
237 void Vore_Regurgitate(entity e)\r
238 {\r
239         // this player is being regurgitated by their predator, apply the proper changes\r
240 \r
241         e.movetype = e.vore_oldmovetype;\r
242         if(e.health > 0) // leave SOLID_NOT for dead bodies\r
243                 e.solid = e.vore_oldsolid;\r
244         e.view_ofs_z = PL_VIEW_OFS_z;\r
245         e.alpha = default_player_alpha;\r
246 \r
247         // apply velocities\r
248         local vector oldforward, oldright, oldup;\r
249         oldforward = v_forward;\r
250         oldright = v_right;\r
251         oldup = v_up;\r
252         makevectors(e.predator.v_angle);\r
253         e.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
254         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
255         v_forward = oldforward;\r
256         v_right = oldright;\r
257         v_up = oldup;\r
258 \r
259         e.pusher = e.predator; // allows us to frag players by regurgitating them in deadly pits\r
260         e.pushltime = time + cvar("g_maxpushtime");\r
261 \r
262         PlayerSound(e.predator, playersound_regurgitate, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
263         setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
264         pointparticles(particleeffectnum("regurgitate"), e.predator.origin, '0 0 0', 1);\r
265         e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_punchangle");\r
266         e.predator.stomach_load -= 1;\r
267         e.predator.regurgitate_prepare = 0;\r
268         e.predator.swallow_delay = time + cvar("g_balance_vore_swallow_delay");\r
269         Vore_WeightApply(e.predator);\r
270 \r
271         // block firing for a small amount of time, or we'll be firing the next frame\r
272         e.weapon_delay = time + button_delay_time;\r
273         e.system_delay = e.predator.system_delay = time + system_delay_time;\r
274         e.predator = world;\r
275 }\r
276 \r
277 void Vore_DeadPrey_Configure(entity e)\r
278 {\r
279         // ran when the keepdeadprey feature is enabled and prey stays inside the stomach after dying\r
280 \r
281         if(e.fakeprey || e.predator.classname != "player") // already configured\r
282                 return;\r
283 \r
284         // this entity is like e.predator but for dead prey, to avoid conflicts\r
285         e.fakepredator = e.predator;\r
286         e.fakeprey = TRUE;\r
287 \r
288         // first release the prey from the predator, as dead prey needs to be attached differently\r
289         // the predator's stomach load is also decreased, as dead prey doesn't count any more\r
290         e.predator.stomach_load -= 1;\r
291         Vore_WeightApply(e.predator);\r
292         e.predator = world;\r
293 \r
294         // now put our dead prey inside the predator's stomach, but only as an effect\r
295         e.movetype = MOVETYPE_FOLLOW;\r
296         e.takedamage = DAMAGE_NO;\r
297         e.solid = SOLID_NOT;\r
298         e.aiment = e.fakepredator;\r
299 \r
300         // completely remove the dead body\r
301         e.modelindex = 0;\r
302 }\r
303 \r
304 void Vore_DeadPrey_Detach(entity e)\r
305 {\r
306         // ran when dead prey must be detached from the stomach (eg: they are respawning)\r
307         // should only execute after Vore_DeadPrey_Configure has ran first\r
308 \r
309         if not(cvar("g_vore_keepdeadprey"))\r
310                 return;\r
311 \r
312         e.fakepredator = world;\r
313         e.fakeprey = FALSE;\r
314         e.aiment = world;\r
315         e.movetype = MOVETYPE_TOSS;\r
316 }\r
317 \r
318 void Vore_PreyRelease(entity e, float pred_disconnect)\r
319 {\r
320         if(pred_disconnect)\r
321         {\r
322                 if(e.fakeprey)\r
323                         Vore_DeadPrey_Detach(e);\r
324                 else\r
325                         Vore_Regurgitate(e);\r
326         }\r
327         else\r
328         {\r
329                 // if the keepdeadprey feature is on, don't spit a dead prey's carcass out\r
330                 if(e.deadflag != DEAD_NO && random() < cvar("g_vore_keepdeadprey"))\r
331                         Vore_DeadPrey_Configure(e);\r
332                 else\r
333                         Vore_Regurgitate(e);\r
334         }\r
335 }\r
336 \r
337 void Vore_Disconnect()\r
338 {\r
339         // frees prey from their predators when someone disconnects or goes spectating, or in other circumstances\r
340 \r
341         // prey disconnects or goes spectating while inside someone's belly\r
342         if(self.predator.classname == "player")\r
343                 Vore_PreyRelease(self, TRUE);\r
344 \r
345         // pred disconnects or goes spectating with players in their belly\r
346         entity head;\r
347         FOR_EACH_PLAYER(head)\r
348         {\r
349                 if(head.predator == self || head.fakepredator == self)\r
350                         Vore_PreyRelease(head, TRUE);\r
351         }\r
352         Vore_GurgleSound(); // stop the gurgling sound\r
353 \r
354         self.stomach_load = self.gravity = 0; // prevents a bug\r
355 }\r
356 \r
357 .float digestion_step;\r
358 void Vore_Digest()\r
359 {\r
360         // apply digestion to prey\r
361 \r
362         if(time > self.predator.digestion_step)\r
363         {\r
364                 Damage(self, self.predator, self.predator, cvar("g_balance_vore_digestion_damage"), DEATH_DIGESTION, self.origin, '0 0 0');\r
365                 if(cvar("g_balance_vore_digestion_vampire") && self.predator.health < cvar("g_balance_vore_digestion_vampire_stable"))\r
366                         self.predator.health += cvar("g_balance_vore_digestion_vampire");\r
367 \r
368                 if (self.predator.digestsound_finished < time)\r
369                 {\r
370                         PlayerSound (self.predator, playersound_digest, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
371                         self.predator.digestsound_finished = time + 0.5;\r
372                 }\r
373                 self.predator.digestion_step = time + steptime;\r
374         }\r
375 \r
376         if(self.deadflag != DEAD_NO)\r
377         if(stov(cvar_string("g_vore_regurgitatecolor_digest")))\r
378                 self.colormod = stov(cvar_string("g_vore_regurgitatecolor_digest"));\r
379 }\r
380 \r
381 .float teamheal_step;\r
382 void Vore_Teamheal()\r
383 {\r
384         // apply teamheal\r
385 \r
386         if(cvar("g_balance_vore_teamheal") && self.health < cvar("g_balance_vore_teamheal_stable"))\r
387         if(time > self.teamheal_step)\r
388         {\r
389                 self.health += cvar("g_balance_vore_teamheal");\r
390                 self.teamheal_step = time + steptime;\r
391 \r
392                 // play beep sound when a team mate was healed to the maximum amount, to both the prey and the predator\r
393                 if(self.health >= cvar("g_balance_vore_teamheal_stable"))\r
394                 {\r
395                         play2(self, "misc/beep.wav");\r
396                         play2(self.predator, "misc/beep.wav");\r
397                 }\r
398         }\r
399 }\r
400 \r
401 .float stomachkick_delay;\r
402 void Vore_StomachKick()\r
403 {\r
404         // allows prey to kick the predator's stomach and do some damage or attempt to escape\r
405 \r
406         if(time > self.stomachkick_delay)\r
407         {\r
408                 float damage;\r
409                 damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
410 \r
411                 Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
412                 sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
413                 self.predator.punchangle_x -= cvar("g_balance_vore_kick_predator_punchangle");\r
414                 self.punchangle_x += cvar("g_balance_vore_kick_prey_punchangle");\r
415 \r
416                 if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
417                         Vore_Regurgitate(self);\r
418 \r
419                 self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
420         }\r
421 }\r
422 \r
423 void Vore_StomachLeave()\r
424 {\r
425         // allows players to get out of their predator at will in some circumstances, such as team mates\r
426 \r
427         if(Vore_CanLeave())\r
428                 Vore_Regurgitate(self);\r
429         else if(time > self.complain_vore)\r
430         {\r
431                 play2(self, "misc/forbidden.wav");\r
432                 sprint(self, strcat("You cannot get out of ", self.predator.netname, "\n"));\r
433                 self.complain_vore = time + complain_delay_time;\r
434         }\r
435 }\r
436 \r
437 void Vore_AutoTaunt()\r
438 {\r
439         // triggers ambient vore taunts, for both pred and prey\r
440 \r
441         float taunt_time;\r
442 \r
443         // predator taunts\r
444         if(self.stomach_load && !Stomach_TeamMates_check(self))\r
445         {\r
446                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
447                 {\r
448                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
449                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPRED);\r
450                 }\r
451         }\r
452         else if(self.taunt_soundtype == TAUNTTYPE_VOREPRED)\r
453         {\r
454                 // we have a predator taunt scheduled, but are no longer a (suitable) predator, so remove it\r
455                 SetAutoTaunt(self, 0, 0);\r
456         }\r
457 \r
458         // prey taunts\r
459         if(self.predator.classname == "player" && !(teams_matter && self.team == self.predator.team))\r
460         {\r
461                 if(!self.taunt_soundtime) // taunt_soundtime becomes 0 once the taunt has played\r
462                 {\r
463                         taunt_time = random() * (cvar("sv_vore_autotaunt_repeat_max") - cvar("sv_vore_autotaunt_repeat_min")) + cvar("sv_vore_autotaunt_repeat_min");\r
464                         SetAutoTaunt(self, time + taunt_time, TAUNTTYPE_VOREPREY);\r
465                 }\r
466         }\r
467         else if(self.taunt_soundtype == TAUNTTYPE_VOREPREY)\r
468         {\r
469                 // we have a prey taunt scheduled, but are no longer a (suitable) prey, so remove it\r
470                 SetAutoTaunt(self, 0, 0);\r
471         }\r
472 }\r
473 \r
474 void Vore()\r
475 {\r
476         // main vore code, this is where it all happens\r
477 \r
478         if(!cvar("g_vore")) // the vore system is disabled\r
479         {\r
480                 Vore_Disconnect();\r
481                 return;\r
482         }\r
483 \r
484         Vore_AutoTaunt();\r
485 \r
486         // wash the goo away from players once they leave the stomach\r
487         if(self.predator.classname != "player")\r
488         if(stov(cvar_string("g_vore_regurgitatecolor_release")))\r
489         if(self.colormod)\r
490         if(cvar("g_vore_regurgitatecolor_release_fade"))\r
491         {\r
492                 self.colormod_x += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
493                 if(self.colormod_x > 1)\r
494                         self.colormod_x = 1;\r
495                 self.colormod_y += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
496                 if(self.colormod_y > 1)\r
497                         self.colormod_y = 1;\r
498                 self.colormod_z += cvar("g_vore_regurgitatecolor_release_fade") * frametime;\r
499                 if(self.colormod_z > 1)\r
500                         self.colormod_z = 1;\r
501         }\r
502 \r
503         // set all vore stats\r
504         if(self.fakeprey)\r
505                 self.stat_eaten = num_for_edict(self.fakepredator);\r
506         else if(self.predator.classname == "player")\r
507         {\r
508                 self.stat_stomachload = self.predator.stomach_load; // necessary for the stomach board\r
509                 self.stat_digesting = self.predator.digesting; // necessary for the stomach board\r
510                 self.stat_eaten = num_for_edict(self.predator);\r
511         }\r
512         else\r
513         {\r
514                 self.stat_stomachload = self.stomach_load;\r
515                 self.stat_digesting = self.digesting;\r
516                 self.stat_eaten = 0;\r
517         }\r
518         self.stat_canleave = Vore_CanLeave();\r
519 \r
520         // don't allow a player inside a player inside another player :)\r
521         // prevent this by checking if such has happened, and taking the proper measures\r
522         // this code has a high priority and must not be stopped by any delay, so run it here\r
523         if(self.predator.predator.classname == "player")\r
524         {\r
525                 entity target_predator, target_predator_predator, oldself;\r
526                 target_predator = self.predator;\r
527                 target_predator_predator = self.predator.predator;\r
528 \r
529                 Vore_Regurgitate(self);\r
530 \r
531                 // now steal our prey's prey if this probability applies\r
532                 if(random() < cvar("g_balance_vore_swallow_stealprey"))\r
533                 {\r
534                         oldself = self;\r
535                         self = target_predator_predator;\r
536                         if(Swallow_condition_check(oldself))\r
537                         if not(teams_matter && self.team == target_predator.team) // don't steal a team mate's prey\r
538                         if not(teams_matter && self.team == oldself.team) // if the prey we would be stealing is a team mate, don't do it\r
539                                 Vore_Swallow(oldself);\r
540                         self = oldself;\r
541                 }\r
542         }\r
543 \r
544         // apply delays and skip the vore system under some circumstances\r
545         if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
546         {\r
547                 Vore_Disconnect();\r
548                 return;\r
549         }\r
550         if(self.spectatee_status)\r
551                 return;\r
552         if(time < self.system_delay)\r
553                 return;\r
554 \r
555 // --------------------------------\r
556 // Code that addresses predators:\r
557 // --------------------------------\r
558 \r
559         entity prey;\r
560         prey = Swallow_player_check();\r
561 \r
562         // attempt to swallow our new prey if we pressed the attack button, and there's any in range\r
563         self.stat_canswallow = 0;\r
564         if(Swallow_condition_check(prey))\r
565         {\r
566                 // canswallow stat, used by the HUD\r
567                 if(teams_matter && prey.team == self.team)\r
568                         self.stat_canswallow = 2;\r
569                 else\r
570                         self.stat_canswallow = 1;\r
571 \r
572                 if(self.BUTTON_ATCK)\r
573                         Vore_Swallow(prey);\r
574         }\r
575         else if(prey != world)\r
576                 self.stat_canswallow = -1;\r
577 \r
578         // toggle digestion, if the player has someone in their stomach\r
579         if(self.BUTTON_DIGEST && cvar("g_vore_digestion"))\r
580         {\r
581                 if(self.stomach_load)\r
582                 {\r
583                         if(time > self.digest_button_delay_time)\r
584                         {\r
585                                 self.digesting = !self.digesting;\r
586                                 self.digest_button_delay_time = time + button_delay_time;\r
587                         }\r
588                 }\r
589                 else if(time > self.complain_vore)\r
590                 {\r
591                         play2(self, "misc/forbidden.wav");\r
592                         sprint(self, "There is nothing to digest\n");\r
593                         self.complain_vore = time + complain_delay_time;\r
594                 }\r
595         }\r
596         if(!self.stomach_load || !cvar("g_vore_digestion"))\r
597                 self.digesting = FALSE;\r
598 \r
599         // predator wishes to regurgitate his prey\r
600         if(self.BUTTON_REGURGITATE)\r
601         {\r
602                 if(self.stomach_load)\r
603                 {\r
604                         if(time > self.regurgitate_button_delay_time)\r
605                         {\r
606                                 self.regurgitate_prepare = time + cvar("g_balance_vore_regurgitate_delay");\r
607                                 PlayerSound(self, playersound_regurgitate_prepare, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
608                                 self.regurgitate_button_delay_time = time + button_delay_time;\r
609                         }\r
610                 }\r
611                 else if(time > self.complain_vore)\r
612                 {\r
613                         play2(self, "misc/forbidden.wav");\r
614                         sprint(self, "There is nothing to regurgitate\n");\r
615                         self.complain_vore = time + complain_delay_time;\r
616                 }\r
617         }\r
618 \r
619         if(cvar("g_vore_gurglesound"))\r
620                 Vore_GurgleSound();\r
621 \r
622 // --------------------------------\r
623 // Code that addresses the prey:\r
624 // --------------------------------\r
625 \r
626         Vore_CameraEffect_Apply();\r
627 \r
628         // keepdeadprey - detach dead prey if their predator died or got swallowed\r
629         if(self.fakepredator.classname == "player")\r
630         if(self.fakepredator.deadflag != DEAD_NO || self.fakepredator.predator.classname == "player")\r
631                 Vore_DeadPrey_Detach(self);\r
632 \r
633         if(self.predator.classname != "player")\r
634                 return;\r
635 \r
636         if(self.deadflag != DEAD_NO)\r
637         {\r
638                 Vore_PreyRelease(self, FALSE);\r
639                 return;\r
640         }\r
641 \r
642         if(self.predator.deadflag != DEAD_NO)\r
643                 Vore_Regurgitate(self);\r
644         else if(vlen(self.predator.velocity) > cvar("g_balance_vore_regurgitate_speedcap"))\r
645                 Vore_Regurgitate(self);\r
646 \r
647         // apply delayed regurgitating if it was scheduled\r
648         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
649         {\r
650                 self.predator.regurgitate_prepare = 0;\r
651                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
652                 Vore_Regurgitate(self);\r
653         }\r
654 \r
655         // execute digesting and team healing\r
656         if(self.predator.digesting == TRUE)\r
657                 Vore_Digest();\r
658         if(teams_matter && self.team == self.predator.team)\r
659         if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
660                 Vore_Teamheal();\r
661 \r
662         // execute prey commands\r
663         if(self.BUTTON_ATCK && cvar("g_vore_kick"))\r
664                 Vore_StomachKick();\r
665         if(self.BUTTON_JUMP)\r
666                 Vore_StomachLeave();\r
667 \r
668         // Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach\r
669         // (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey\r
670         kh_Key_DropAll(self, FALSE);\r
671 }